Is Oblivion a good RPG without level scaling? Can it be fixed?
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Is Oblivion a good RPG without level scaling? Can it be fixed?
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No, yes
I don't think there's a mod that hand places items throughout the entire world to fix the scaled and random loot which neuters exploration.
Can't really place good loot anywhere since everywhere is scaled to your level and always accessible. Hand-placed loot would necessitate hand-placed enemies that don't scale to level. Skyrim has leveled hand-placed items, so that works better in a leveled world.
Yeah, you'd have to fix both in tandem. Nobody has done so.
So what exactly makes hand-placed loot better? Is it simply because it's better than what you might find in random loot, or would it still be an improvement even if random loot can be better?
Because randomized respawning loot makes exploration pointless as any particular dungeon could have a great item or not any number of times it is entered, there's no "appropriate reward for the challenge" with it.
What if the random loot is appropriate for the challenge?
How, by weighting the boss chests differently and changing their location? Still has the problem that it doesn't reward environmental exploration to give your that real dungeon archeologist vibe. You'd need some uniques to bolster it.
So is it necessary for the hand-placed loot to be better than what you can find in random loot? Is it rewarding to find items that aren't better than what you have?
No and no.
I could have sworn there were mods, or the loot list modifications were part of the larger overhaul mods.
OOO places a few items and tweaks the leveled lists, but you can still easily farm the boss chests. There very well could be something made that I don't know of though, considering how long it's been since I played modded Oblibions.
OOO does exactly that, but their scailing goes from; you're a fricking peon and you might die killing a rat to YOU ARE A GOD AND ONE SHOT EVERYTHING WITH THIS ITEM!!!!!!
It's been years, but I remember OOO not being really difficult, but just enemies being damage sponges. I could be wrong, but I don't remember it taking long before I could take on stronger enemies.
It also might be that you can't really have too difficult enemies in Oblivion, since it's more about player skill, so cheesing is an option. It's easier to have power differences in a system like Morrowind's
I agree, Oblivion got the farthest away from "stats over skill" than any other TES. Way more than Skyrim, in Skyrim your damage was percentile based which will ALWAYS be fricking stupid design.
I don't think OOO hand places all that much loot. It's just a few items here and there, the meat of the game is still the same, just tweaked.
There’s tons of it.
Not everywhere but enough to make things interesting since each dungeon you enter might actually have something interesting, useful or unique.
I guess I don't remember it well, all I recall is some capes.
Much of it is in the hands of new boss enemies but some of it is just stuff you can find in hidden in dungeons or even stores and castles.
For example, in Nonungalo you can find the unique Cold Stone Greatclub in the hands of the "boss" of the dungeon. But you can also find the unique katana Sun Child, which is referenced in an added book, hidden in Nonungalo as well.
This is different from the Light of Dawn Katana that has a quest about it mind you.
I guess it just wasn't enough to offset the reality of the game's design in my memory. There are still leveled respawning chests everywhere giving the majority of loot.
Same as in Morrowind
Almost like it's the same series with the same design flaws.
skyrim has mods like that so I dont see why oblivion wouldnt
Skyrim has and can have leveled loot, unlike Oblivion. Although I'm not aware of many mods for hand-placed loot. Requiem did place a few ebony and daedeic pieces, but that's without level scaling.
Morrowloot, right? Yeah, no equivalent exists for Oblivion for some reason, unless it has been made in the last few years.
The thing is oblivion modding absolutely sucks ass. I don't know if the modding community is simply small or if this version of the engine is bad for modding but oblivion doesn't have 10% of the complexity of mods in morrowind and skyrim
It's a great game vanilla. Go crazy modding skyrim not this one imo.
Strongly disagree. IMHO, there are plenty of worthwhile mods that improve Oblivion, even without touching the level scaling question: Better Cities, the weather mods, Immersive Interiors, Kvatch mods, dungeon mods, that one watercolor map mod.
All I ask from Oblivion is a comfy place to explore and spend some time. For me, there's really no other game like it.
Stfu moron.
Adjust the difficulty slider, just adjust it untill enemies aren't too easy and not too hard.
why do people think this makes the game enjoyable?
damage sponges are unenjoyable
making enemies less of that is less unenjoyable
which makes it more enjoyable
rocket science
more enjoyable doesn't mean enjoyable. the game is still shit regardless and only having terrible standards would it ever make the game good. mods are the only thing that could save the game's broken design.
>autistically hangs on to a a non-issue
>"but you see it's not autism i'm actually like a very thoughtful person and above you"
Sure buddy, we get it. Only the very best video games will do for our special little boy.
>autist autist autist!
great argument
Well you are one soooo.... :^)
i kinda wish i was autistic, then i'd have an excuse =(
do something similar to zelda botw
"Looking right at you"
Idk why you post this in every thread, but it's hardly entertaining
It's a tranime brainrot
Why would you remove level scaling? That makes it better. What you should remove to fix Oblivion is the fast travel teleportation garbage and undo the damage horse armor had on gaming.
>fix Oblivion is the fast travel teleportation garbage
Just don't use it
Have you actually looked at the quests? They're designed with fast travel in mind. If there was an other way to "fast travel" it wouldn't be a big problem, but there isn't.
>fix fast travel by making other fast travel
Correct. Giving the player a limitation to fast travel by restricting the start and arrival points (i.e. you can only move between major cities by paying the mages guild for teleportation) will improve exploration.
But the better fix to fast travel (albeit much harder) would be to design the quests in a way that fast travel isn't used as much or at all to complete them.
I played like that, I had mark and recall set up too and it was pretty cool.
I eventually used the mage tower as my base and would recall to its teleportation platform and teleport to the mage guilds. Was pretty fun.
That quest that dumps you somewhere naked and in trouble with a city after you prank them was pretty neat because I had to steal a horse and travel along a bunch of dangerous roads to get back and finish the quest.
Morrowind's "fast travel" is the best way to implement it. You can easily go to major cities in 1 or 2 fast travels but smaller settlements are harder to reach and you need to walk in the wilderness for most quests
>You can easily go to major cities in 1 or 2 fast travels but smaller settlements are harder to reach and you need to walk in the wilderness for most quests
Not much difference to get hung up on, then. Even the travel expenses are negligible enough to not even be there.
And yeah I too prefer Morrowind's fast travel (I would increase the costs), but it's not worth being autistic about.
god you are fricking vapid
I wish they'd do Morrowind style fast travel but with a fast, user friendly UI where you could do stuff like "plan a trip" where you get trip map of the world then hop from mage guilt teleporter to strider to boat to destination, pay all fees in one go, and be at the final travel point in one loading screen. You'd have to unlock those fast travel options in the first place by e.g. being a citizen in good standing in that region, not having the mage guild pissed at you, etc. And later you can add new fast travel networks like the propylon chambers.
You could also display an overworld map that shows where divine/almsivi intervention spells are going to take you before you confirm.
Eventually as your reward for play you'd have fast travel about as good and convenient as oblivion/skyrim/fallout plus mark and recall, just not up front
What do you mean, "they're designed with fast travel in mind?" I don't think there are many (if any) time-sensitive quests. You don't need to rush from objective to objective, just take your time and wander a bit.
walking back and forth across cyrodiil over and over isn't very fun.
Buy a horse.
riding back and forth across cyrodiil over and over isn't very fun.
Riding back and forth across cyrodiil over and over is very fun, comfy, and soulful, and enhances the feeling of being on a hero's journey. Necessary quiet time between all the action, to reflect on everything that you have experienced.
according to you the hero's journey in oblivion seems a lot like the job of the black horse couriers. i'm happy you enjoy walking sims, personally, it ain't fun.
Nope, I'm not rushing through the game completing tasks.
right, you are holding w or pressing q for hours.
You have to keep in mind that most people on this board are incel adjacent and the idea of a game taking 600 hours is appealing because thats 2 months of not thinking about how miserable life is, even if 500 hours of it is walking
Then don't walk back and forth like a dimwit. Go to a city/town, do or start a handful of quests, then leave for wherever the majority of your quests take you. If there's a particularly interesting quest, you might prioritize it instead. On the way hither and tither, you might stop into a cave or Ayleid ruin.
What, did you think you could only do one quest at a time?
if you don't fast travel in this game, you will invariably spend a lot more time walking between quest markers. some people enjoy walking sims, i don't. maybe if exploration was rewarding that wouldn't be the case, but popping into a cave or ruin to kill leveled enemies and get random leveled loot isn't fun.
i can only hold one task in my memory because i have brain condition
I was legitimately wondering if it was an autism or OCD thing.
There's a lot of room between "fast travel everywhere like a crack-addicted hamster" and "walk everywhere with no exceptions." You could impose restrictions on yourself if you so desire: Only fast travel to cities, or dock your purse X coins every time you fast travel, or only fast travel with followers in tow, etc. The freedom is yours. One could certainly play Oblivion like a comfy walking sim if they wanted, or one could go just for the quests and action. You can even install a vast array of mods to tailor the game to your pleasure.
In any case, you don't seem to like Oblivion — so why are you in this thread?
>In any case, you don't seem to like Oblivion — so why are you in this thread?
because i like talking about how bad oblivion is. how are you going to defend the game and your poor taste without me shitting on it?
Unlike you, I don't think of Oblivion as something to defend. It's a game that I enjoy, one that nevertheless has plenty of flaws.
you don't really understand why games are played. a game isn't good because you can just play it and do gamey stuff. the game has to be consciously designed around its mechanics. the game is designed for you to teleport around like crazy, even the small cities have multiple fast travel points. that is how the game is designed, that is how the player will see it. saying "nuh uh cuz u can just ignore it" is not going to work on thinking humans. we know how shallow and empty oblivion's world is, how much the quests jump you around cause the fast travel makes it possible, etc. it's how oblivion is designed, pretending otherwise does not improve the quality of the game in the eyes of an actual person who enjoys well designed or thoughtful games.
>Then don't walk back and forth like a dimwit. Go to a city/town, do or start a handful of quests, then leave for wherever the majority of your quests take you.
The actual literal majority of quests in the game require you to travel across the map back and forward with no rhyme or reason, multiple times within the same quest. That's what that anon meant by quests being designed with fast travel in mind.
You don't get to just be in Chorrol and do local quests, since most of them will immediately send you way frick out. You try to do Fighers Guild in Chorrol, but Oreyn sends you to the opposite side of the map to talk to a guy in Leyawiin, who sends you to some b***h, who wants ectoplasm, and then you have to go back to Choroll to turn the quest in. And that's like the third or fourth quest in the Guild and they are all like that.
The "just travel around following most markers and do relevant quests" ends up meaning actively ruining some 20 simultaneous quests, and you do them at one step per 15 hours, in batches of 3 or 4 at a time. Which means that you are guaranteed to never remember who the frick even wants what and why are you doing this even with the journal, and you spend most of the playtime managing inventory and trying to keep the track of all the bear asses uou are supposed to deliver and to whom.
I literally tried that and it's fricking awful.
>The actual literal majority of quests in the game require you to travel across the map back and forward
A lie, and there's nothing wrong with quests involving travel. Sorry to say you lack the attention span to play a RPG.
You aren't playing an RPG at that time. You aren't doing anything but walking, so, you are playing a hiking/riding sim.
RPG with a heavy focus on exploring the large detailed open world. You want to fast travel, then fast travel, and don't b***h about using fast travel.
>large detailed open world
anon, it's randomized dungeons everywhere and respawning monsters. besides, no one complains about initial exploration, it's countless the back and forth fetch quests.
>randomized dungeons
They're not randomized, you dumbass. Also, try taking a different route sometime.
everything in the dungeon is randomized and respawning, moron. do you not know what a leveled list is? it's basically a random encounter/random loot table.
Dungeons aren't randomized, the loot and enemies are randomized to bring appropriate loot and enemies to your level. What's the issue with that? Makes it more worth your while, because the loot is always good.
randomization is more than just layout, anon, though the layouts in oblivion are boring lego templates as well. the loot is not always good, it's random. it can easily be shit you don't need or already have 20 times in a row.
>it can easily be shit you don't need or already have 20 times in a row.
It can also be good shit that you need, it's random. What, every dungeon needs to cater to your specific needs at that time? Be reasonable.
it automatically diminishes exploration, anon, and makes it less interesting because any loot you find in any particular dungeon is the same as what you can find in any other. see, the thing with oblivion is how all these design decisions interact in negative ways. some people can't help but be aware of this while playing, while others are oblivious to it.
>loot you find in any particular dungeon is the same as what you can find in any other
What a revelation. So what?
so there's no point in going into any particular dungeon while exploring which makes it feel hollow to explore. you could simply farm the same dungeon over and over, waiting 3 days in another cell for respawn. why this is bad will probably going to go over your head, anon, but don't worry, just play the pretty game and look at the moving pictures.
>you could simply farm the same dungeon over and over, waiting 3 days in another cell for respawn
You could simply not be autistic and repeat the same thing again and again. This might go over your head, but don't worry, you're still my special little boy.
yeah, it doesn't matter what you actually do, anon. we are talking about how the design interacts with itself. exploration in oblivion sucks for non-midwits because we quickly realize that there is no point in exploring any dungeon outside of a quest.
>no point in exploring any dungeon outside of a quest.
And you never explained why. If all dungeons have the same randomized loot, then every dungeon should be equal, right?
>non-midwits because we
Kek you're just regurgitating hollow talking points you read elsewhere, and acting arrogant about it. Everyone can see through your bullshit.
>And you never explained why.
lol
>you're just regurgitating hollow talking points you read elsewhere
lmao
i can tell there's no point in further communication
Feel free to frick off then
that was indeed me stating my intention to stop communicating, anon. sorry i made you feel dumb enough to start coping.
I wonder why you keep communicating then
>And you never explained why. If all dungeons have the same randomized loot, then every dungeon should be equal, right?
Except you can get that same loot and other stuff that is better by just following the quest markers.
When every cave is going to have bandits in glass armor, even standing outside it, why bother going into any? You’ll get the same stuff anywhere else and you’d need to be sent there by a quest to find something actually interesting. The closest Oblivion cones are those Ayleid statues, which are just macguffins and maybe the fin gleam?
there's also that bow on the mountains by the unique invisible frost troll. they needed a lot more stuff like that actually inside dungeons.
>Except you can get that same loot and other stuff that is better by just following the quest markers.
You're not gonna get much loot by restricting yourself to quest-related dungeons. You can find stuff in random loot that is unlike all quest rewards and as powerful or even more powerful.
>I can wait 3 days and repeat the same dungeon
Ok buddy, your choice, if that's the way you wish to experience the game. But it is autistic, you know.
>You're not gonna get much loot by restricting yourself to quest-related dungeons.
they have the exact same random loot chests.
Loot that depends on your level, even if you guys are talking about a late game situation for the sake of your argument, there is no way you'll find all possible loot by only visiting quest locations.
Store loot is capped at lower tiers and you'll find the stuff sooner in dungeons, and stores don't have enchanted items or israeliteelry you can find in dungeons.
>You're not gonna get much loot by restricting yourself to quest-related dungeons. You can find stuff in random loot that is unlike all quest rewards and as powerful or even more powerful.
Quest dungeons have random leveled loot spawn too.
Much of it you can just buy from shops too.
are you todd howard's son or something?
Oblivion has rotted your brain
>keep repeating the same dungeon when there's a hundred alternatives
>"the loot is the same because the loot is random"
I'm not the one with brain rot.
>still doesn't realize that every dungeon is functionally the same due to the loot mechanics
you are too dumb to know how dumb you are
>"the results might be random b-but the LOOT MECHANICS behind that randomness is the same so it's all the same"
Getting tired of your bullshit, mate
Also different dungeon types have different loot lists
You have to be trolling, no one is this fricking stupid. If you aren't trolling, let me tell you something moron: even if you argue semantics all fricking day, it doesn't matter, the random scaled loot shit in Oblivion is unfun fricking garbage that only moronic Black folk who don't even use a single braincell when they play games can enjoy, like you. You think just walking around and hitting things with a sword and collecting items is fun because you are a ridiculously dumb homosexual who was probably raised on bethesda garbage so that's how your perception of "fun" was formed for RPGs
Pathetic tantrum.
Independent exploration.
Random loot is the same as hand-placed loot, it just guarantees smoother progression. You're disappointed because you can't find an OP equipment at level one.
>Random loot is the same as hand-placed loot
Step right up, Ladies and Gents! The Bethtard! He speaks as a Man, but without Intellect! Marvel at him!
Yeah we get it, you have nothing meaningful to say.
holy shit Oblivion rotted your brain beyond all hope
And now you're just repeating the same thing that other guy said.
I am the other guy. You're a shill, troll, or literal moron. There's no other excuse for your posts. Maybe you're a false flagger trying to make Oblivion fans look like morons.
You can only regurgitate the same old opinions without being able to back them up, and then resort to insults. Your posts have had no actual thought put into them, and your insults have no impact. The fact that you believe you're somehow above others in intellect is funny.
but you actively can't follow the thoughts put into posts, anon. you've demonstrated that repeatedly. it's okay, not everyone is cut out for thinking.
tired of me bullshite? aww, matey, i'm growing fond of yorn.
>keep repeating the same dungeon when there's a hundred alternatives
But why go in any of them if a quest isn't pointing you there? In Oblivion you have no good reason to do so. The quest caves will have the same random loot in addition to other actually unique stuff.
I get your point, but I don't remember it being as bad as you describe. There are local quests that jump off of other quests, like the Mages Guild lizard's dream quest, and others that are contained to a city, like Glarthir's "Paranoia" in Skingrad. I also don't see how you could change the location requirements for some questlines like the Dark Brotherhood, since they're supposed to be an empire-spanning league of assassins.
Still, I get the gist of what you're saying. But why are self-imposed restrictions on fast travel not the answer here? You can become brokenly OP in Morrowind; are you thus obligated to in every playthrough?
hard disagree, stacking speed spells on yourself and navigating the world at turbo speed never gets old and you can complete most trips in under 5 mins doing that.
Oblivion doesn’t handle it as well as Morrowind did since jumping was way more fun than just running.
I had some mods in Fallout 4 that let me unintentionally pull off super-speed and huge jumps; I had a great time of it, perhaps I should look into that for Oblivion.
You can still get some good air in Oblivion at those speeds, but yeah I get if you prefer the total gravity defiance that MW offers.
>To avoid a feature
For me being able to navigate the map like you're the fricking Flash is fun, not something you can do in many games, and teleporting isn't. My current playthrough is like 190 hours, 8 hours out of that zooming through the forest sounds pretty comf.
For extra super-speed in Oblivion you can cast the speed buffs on your horse instead of yourself, since horses get a much higher impact from speed compared to playable races.
Unfortunately horses are super fragile so unless you are using Shadowmare (or mods again) they will fall damage themselves to pieces very quickly.
>My current playthrough is like 190 hours, 8 hours out of that zooming through the forest sounds pretty comf.
It's probably much much greater than 8 hours then. The longer you play, the larger it grows.
5 mins x a lowball100 trips
almost 8 and a half hours of walking to avoid a feature
>Is Oblivion a good RPG
I personally did not like it. Morrowind and Fallout 3 are way better IMO. Oblivion,NV, Fallout 4 and Starfield are all meh or below average.
Kind of, yes. There's so much that needs to be modded to make the game feel basically good though that it's not really worth it.
Oblivion is a good fantasy themed worldspace, which you can fill with mods that turn the game into an adventure that appeals to you personally. On its own it only has memorable sidequests, spellcrafting, and The Comfy.
>On its own it only has memorable sidequests, spellcrafting, and The Comfy.
It has good gameplay, considering. Certainly an improvement from Morrowind. Stealth is functional, and magic still has a good amount of options. The npcs are another strength of the game.
And The Comfy simply can't be underestimated. It's the big mug of hot chocolate of video games.
>Certainly an improvement from Morrowind
Can't agree there. Compared to Morrowind, melee gets progressively weaker thanks to bloated HP, hand to hand has absolutely nothing redeemable, spears don't exist, bows are simply not viable, and magic has lost a fair bit of fun utility. Not to mention the animations.
The best part of Oblivion's gameplay is the fact that you can go full stealth and ignore 99% of combat, or craft some broken spells that will easily kill anything even on the highest difficulty.
>The Comfy
this overrides any of Oblivion's flaws
The level-scaling in Oblivion was perfectly fine don’t really care what anyone says.
An open world without level scaling will inevitably have "stat gates"
In Morrowind those stat gates were logical, and you could always level the playing field with consumables, so there's little you can't accomplish. Level scaling means all encounters can be dealt with without extra effort and resources. I rarely bought potions or scrolls or used them in Oblivion. I bet even the people going on about the necessity of efficient leveling never bothered to drink a potion other than to heal.
Oblivion is trash unless you play a mage
Then it becomes fun to discover new ways to break the game
Only incels play mages.
Personal experience?
Mages are for fun, and incels aren't fun. They're completely incompatible.
It's a lot better without level scaling but it still has garbage combat, quests, and writing so I don't think it can be fixed, OP.
That's hard to say because the scaling fricks with fricking everything. I think it'd still be pretty shallow, but actual static challenges and loot do make the game automatically more appealing. There's just no actual roleplaying to be done in the game though, you can complete everything and the only "roleplaying" is ignoring content. That's the absolute lowest form of choice in an RPG.
>Is Oblivion a good RPG without level scaling
It is a good RPG, the gameplay is just rough.
Sandbox games are real RPGs and Oblivion has enough NPC interaction to create a new world.
True, Oblivion can be excellent for those capable of creating their own stories.
>Is Oblivion a good RPG without level scaling? Can it be fixed?
I managed to get a series of mods that made it pretty good but then it would crash a shitload.
>TES normie slop
Hard No.
So what mod then? I use Galerion revisited with Elys uncapper and some beast scaling mods. I'm level 3 and keep finding goblin chieftains with bloated health. Might try Oblivion XP again. What leveling mod is actually good?? Unclustered fricking sucks end game.
There's an overhaul on the hot mods section on nexus that promises to remove level scaling with hand-placed loot, I'm gonna give it a try soon and see if it manages to do anything right
Come back to this thread then pig or ill send bad lucks wave straight to you.
You can send your tongue in my anus.
But the mod seems good. Based on first impressions and the mod page, I'm thinking it's gonna be a good playthrough. Everything takes a bit more effort, in a good way. I went with a nightblade, and the magic improvements look interesting.
Tell me when you're over level 3 and if you come across bloated goblins.
What are you, my clingy ex gf?
No bloated goblins, they're meant to be low level enemies. The combat feels fast-paced and deadly. Go play the mod and come back to tell me how you feel, babe.
On hot mods is it No Leveled and Balanced Oblivion or Reformed Oblivion?
Kek is there another level scaling mod already? I'm playing Reformed oblivion
Yeah changes too much. I'll try out Reformed then.
How's the first impression?
Did you just use the mod itself to test or are you using other mods along with it? Have old mods that aren't updated so I'm redoing my installation.
Nah, I just have that an UI and visual mods
Trying out the mod, there's an imp to the right when you exit the sewers with bloated health. How can you tell what level a creature is in this game again? I know there are titles for enemies.
Seems to me like imps and other monsters are meant to be mid level mobs. Console command for checking level is GetLevel iirc
The imp outside of Sideways Cave is level 20 lol. Usually go straight to Vilverin after sewers but the two bandits are level 10.
You should be able to take on bandits and goblins, then a bit later necromancers and monsters. What kind of character did you roll?
It's hard for me not to go Breton. Thankfully this dude reduced the magic resistance for the race. Actually testing each race from a save before exiting the sewers. The bandits aren't too hard unless they burden or paralyze.
I just hate when at one point in end game it's just a slog. Default end game I mean.
Yeah, breton resistance was OP. And poison resistance feels useful at last. Forgot to mention that you can probably tackle undead too, just not the ones in elven ruins, but they seemed a bit tougher than bandits. Had to use a scroll and potions, but I managed to take down a nether lich at the early levels.
he just updated it. turn enemies against each other by lowering their personality
Kek so you can now use all those damage charisma potions or whatever to make enemies fight each other?
Yeah. Poisons too. Very funny
That is actually a very cool idea. Are there any other mods that do that?
Though I guess it isn’t that useful since Frenzy can accomplish the same thing.
check his other mod, it was something about personality
Doesn’t look much like it directly.
One makes personality add more disposition and other things lower it more, the other makes lower aggression still trigger hostility at low disposition. That 2nd one might do it but I don’t think it would be worth all the things that can go wrong with that change.
the personality one also makes it so you can make creatures ape out
It looks like it is the personality one mixed with his later grunts mod that changes bandit stats and factions.
Still not really looking worth it.
In Morrowind Resist Magicka only worked against pure magic effects and not elemental damage so having 50% was fine.Bethesda fricked it up by making it resist all magic.
Breton resistance, powers and magicka bonus were OP. But I preferred to go Nord since they move faster due to their height value, still have some okay resistances and powers and their good starting endurance ensures more HP.
With how you can stack resistance, you can eventually reach 100% anyway but the extra HP and movement speed stay useful.
High Elf and Orc are somewhat similar options for some of those aspects too.
goddamn every time with these mods. don't they realize how cancer it is to just place random high level enemies in the overworld? I remember trying out maskar's overhaul a while ago and on the road you travel during one of the starting mages guild quests there were a bunch of tree monsters that would just kill me in 2 hits and took like 50 fireballs to kill. ridiculous. it's always a steep uphill battle with these mods.
Just run away, you don’t need to win every fight every time. I like being able to have things that are actual threats in the overworld. It means that I can get a better feeling of growth as I get stronger and things that were once dangerous become easy. Conversely, it means I can test my personal skill by overcoming more difficult enemies and areas early.
The problem with Oblivion is even if you have a 1 damage ranged spell, you win every fight. Bethesda severely miscalculated how removing dice rolls and having regenerating magicka would affect combat.
>just pretend you can't kill them lol
I just play better games instead
>I just play better games instead
A wise choice but mods can help a bit if someone does feel like playing Oblivion instead of better games, with things like more enemies, closer quarters, and more obnoxious effects like reflect spell. It isn’t necessarily a good thing, I especially hate reflect spell or damage, but it can certainly make combat trickier. Getting swarmed by spectral enemies 3 layers deep in a aylied ruin using OOO can be enough to encourage coming back later.
Yeah I was mostly just being a smartass, but you're right, in some situations I would just run (or load a save because enemies follow you out of dungeons, another unnecessary "improvement" that fricks with the game) but especially in the case of an enemy being in the overworld I'm going to fight them. It doesn't help that you're rewarded per hit with ranged magic, so whittling away at a tank is actually better than one shotting them. Just Bethesda things.
Real wisdom is just to use unlevelled quest rewards and let the leveled scaling enemies remain the way they are
When you find some enemy that is too difficult for your current set up then you retreat or apply lateral thinking
I’m planning to try that ultimate leveling mod to handle my level ups on my next playthrough, then use OOO and Maskar’s Oblivion Overhaul to handle making the world more interesting to reduce the impact of level scaling like I normally do.
normies hate being one tapped for entering the wrong dungeon at the wrong time, they think it's railroading
so level scaling gets added to allow people to explore the entire world whenever they want
i hate that
I actually think exploring wherever you want is much better without level scaling since then there can be actual excitement and discovery. Earn your fun by having something tough but doing it anyway because you are ready for it, that sort of thing.
>Is Oblivion a good RPG without level scaling?
No.
>Can it be fixed?
Not without fundamentally redesigning it. Even if you fix the level scaling, the quests are usually pretty badly designed, being basically a sequence of waypoints with someone waiting at the end for you to kill. Multiple solutions / outcomes are a rarity. Skill / Stats checks basically non-existent (even Morrowind had some, e.g. as pre-requisites for joining guilds).
even the quests people call good are just doing exactly what the npcs/journal/marker are telling you to do. people love the dark brotherhood but it does the "multiple quest routes" thing so fricking poorly because the npcs tell you the best path and then on every replay there's no reason to do anything but that over and over. instead of actual choice you get a choice between the right way and the less right way
>choices are bad because some of them are better choices
>choices are bad because i keep doing the same thing over and over
Proof that developers shouldn't bother with choices, you obnoxious homosexuals will whine anyway.
strawman away homosexual. if you put two "choices" in your game, one is a hallway with the exit at the end, and the other is a hallway with the exit and 500 gold, is it a real fricking choice Black person? now frick off and let the adults speak.
Yeah, better to just have that one choice.
so if a quest just has more choices than another it's better? bigger number = betterer game? what a sad excuse for a brain you have.
Motherfricker, you're whining about additional choices. The quests were designed with a unique way of completing it, and they give you a bonus reward for doing just that. You're sitting their complaining that the other options are still available. Fricking dumb brat.
god damn just shut the frick up. you literally are not intelligent enough to join this discussion.
Cute tantrum, little man.
Level scaling is stupid because the PC is supposed to be better than everyone else as the game progresses since he is literally the chosen one.
Honestly, no, don't bother man.
Oblivion and Morrowind have some of the worst levelling ever to be put into an RPG.
Which quest mods are even particularly good in Oblivion? I know there are some really old ones like Lost spires and more recent ones like the Aylied steps, but it seems like Oblivion has way less great mods compared to Skyrim and Morrowind.
>download new big mod thinking it'll finally make the game good
>fight first goblin in the sewers
>remember the combat with every single being on the face of tamriel is block -> hit -> hit repeated until dead, even with huge overhaul mods this never changes
>uninstall
level scaling is only a problem for autists who can't enjoy things
>autism is having an iq above room temperature
I think this thread has proven that you can't really fix Oblivion with mods.
How so?
nearly all RPGs and even non-RPG open world games have level scaling of some kind.
oblivion's issue has always been that it's poorly designed in a way that's counterintuitive. it's very easy to fix with mods (without removing scaling entirely, that'd be gay) and it's been this way since day 3 or 4 after it came out
Well dont give a damn what anyone says im playing vanilla oblivion for the first time and loving it, level 7 at the moment and havent had any problems so far and have purposely not watched any youtube or looked too deep into its “flaws” i swap between sword/ shield and bow for my combat and use restoration magic to heal myself no mods no fast travel, have done a fair bit of walking then bought a horse now i cant find it
Simply based.
You can fast travel to your current destination, that should move your horse to you. Unless something killed your horse.
Thanks Mate if i cant work it out myself its all good, not in a rush to finish the game, will probably take 6 months to a year with the amount i play
>I have not looked too deep into its "flaws"
why even say this? admit to the whole thread that you're a mindless casual and proud?
At level 7 the bigger flaws haven’t made themselves quite as apparent yet. It gets worse as you go along.
This is called the "honeymoon period". You are on the way, anon, and soon you will join us.
There's a mod called Oblivion Unleveled that makes it more like Morrowind and makes the difficulty slider matter more. It's good, it fixes the gearing issues with enemies as well.
Oblivion is badly designed around scaling, sure, but it's still designed around it so to fix it you have to rework the whole game
Thinking about replaying this for old times sake, recommend me some mods. Any potentiel new items should be of a style and quality indistinguishable from vanilla. Any new dialogue should be unvoiced or at least not stand out. I preferred Morrowind so something that lessens the level scaling and makes the environments more unique is a must.
All these gay boy zoomies in here “oh vanilla oblivion is too hard, my stat choices actually mean something, i need the mods man, they totally made a shit game thats unplayable, fully bro its not me its the game” get wrecked bull shits this is how we used to play games, buy it, play it
>oh vanilla oblivion is too hard
No, too boring. The game is extremely easy to cheese with 100% reflects or 100% chameleon or other factors. Hell, just cast spells and walk backward or hop on a wall, nothing can beat that.
But it remains boring as hell and very poorly put together mechanically.
>oblivion zoomer acting old school
I want to believe it's true so I can laugh at you, but deep down I know it's just bait.
I'm pretty amazed to this day at how garbage the Oblivion nexus is compared to Morrowind and Skyrim. The game coming out right in the middle of people's teenage edgy emo anime phase did not do it any favors
>The game coming out right in the middle of people's teenage edgy emo anime phase
But that's the best part.
Oblivion needs mods to be even decent, far more than Skyrim or Morrowind. Yet Skyrim and Morrowind both have better mods too.
There were a few good or alright quest mods for Oblivion over a decade ago and going back now it seems like there hasn’t been anything good since.
Level cap + always +5 attributes > Other types of leveling changes. Level cap + xp instead of skill + set amount of attribute points might work too. Not sure if you can find either but I think I did the first one with or without a levelcap. Biggest issue is allowing skills to promote the primary attributes which just doesn't work out.
What's with the +5 modifier autism? You max out attributes in a couple of levels, and you get what, 50 points of more health, in a game where everyone does chip damage, and character power comes mostly from enchantments anyway. Seems ridiculous.
In Oblivion the fricked is level scaling means leveling at all is a questionable idea so you are best off making those levels count.
You can still break the game anyway those enchantments like you said but a little middle ground would be nice.
Yeah, that too. I’d take Morrowind misses over Oblivion’s needing to hit 10 times to do damage any day.
i was minmaxxing my leveling and i was blown away by how bad the HP bloat gets and how quickly it happens. You have to click dozens of time just swinging on a tiny clannfear or skimp. it really does break the fun of the game.
Minmaxing does frick all to your damage, while enchanted weapon doubles it
It can make your relative damage higher by increasing it without letting enemies get as strong. Though that is more about never leveling rather than leveling efficiently.
Kids play Oblivion just fine, I really don't get why redditors get so fricking autistic and hyper neurotic about it
>ooh boy i need my skill diary so i can keep track of my minor skill increases so i can surely get that +5 bonus on strength when I level up because otherwise i won't do that one point of damage extra damage until i level up two times or use whatever potions consumables and enchantments this game throws at me constantly, no i gotta spend time powergaming because why would i go to settings and turn the difficulty down that would be silly
>hey buddy, you playing oblivion too? be sure to get those +5 multipliers man, otherwise you'll just play the game normally and... you know it gets hard right?
The problem with Oblivion scaling is that damage, and enchantments, cap out while enemy health continues. It makes combat tedious at high levels and nothing fixes it except lowering the difficulty. Just a poorly made game.
High level destruction magic doesn't give a frick about enemy health. You can stack resistance reduction a few times, which is going to easily kill even the highest level enemies on the highest difficulty.
Max level Illusion mind control also works on literally anything as long as you have 100% magic effectiveness.
Chameleon 100% doesn't give a frick about enemies either. Still not fun in an RPG that is supposedly about options. Poorly made game.
>just do the same weakness to magic shit in every single fight, then it's tolerable
how this doesn't clue you in that the game is just shit that no one should play is baffling